Innovation and Strategy of Online Games

Innovation and Strategy of Online Games
Author: H. Wi Jong
Publsiher: Imperial College Press
Total Pages: 241
Release: 2009
Genre: Technology & Engineering
ISBN: 9781848163577

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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.

Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry
Author: David Wesley,Gloria Barczak
Publsiher: CRC Press
Total Pages: 280
Release: 2016-05-23
Genre: Business & Economics
ISBN: 9781317116509

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Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

Timing strategies of innovations in the video game industry

Timing strategies of innovations in the video game industry
Author: Michael Beu
Publsiher: GRIN Verlag
Total Pages: 24
Release: 2019-12-18
Genre: Business & Economics
ISBN: 9783346085306

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Seminar paper from the year 2013 in the subject Business economics - Miscellaneous, grade: 1,0, The FOM University of Applied Sciences, Hamburg, language: English, abstract: The intention of this assignment is to figure out if timing strategies are relevant for the innovation process. In case to do this the author took the example of the video game industry to deflect several timing strategies. The choice for the video game industry depended on the high innovation ratio in this industry. Since 1977 at least every year was a new console released which was in handling, performance, or technology different from the ancestor products. The target is the evaluation of timing strategies as a success driver for this industry. The focus lay on the time-to-market timing and the market-entry timing. To come to a result at first the term innovation will be defined. The second step is a description of the innovation process. Out of the innovation process the author will deflect different timing strategies. The next part of the assignment will be a short overview of the video game industry. After that a case study will follow which reflects the release of video game consoles of the last 20 years beyond the aspect of time-to-market and market entry timing. In the end the author will give a conclusion of the treatment of timing strategies in combination with innovations.

Strategic Innovation

Strategic Innovation
Author: Allan Afuah
Publsiher: Routledge
Total Pages: 484
Release: 2009-04-01
Genre: Business & Economics
ISBN: 9781135840501

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In today’s fast-changing business environment, those firms that want to remain competitive must also be innovative. Innovation is not simply about developing new technologies into new products or services, but in many cases, finding new models for doing business in the face of change. It often entails changing the rules of the game. Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book begins with a summary of the major strategic frameworks and showing the origins of strategic innovation. Next, Afuah gives a thorough examination of contemporary strategy from an innovation standpoint, including: how to develop strategy in the face of change a detailed framework for assessing the profitability potential of a strategy or product consideration of how both for-profit and non-profit organizations can benefit from new game strategies. With a wealth of quantitative examples of successful strategies, as well as descriptive cases, Strategic Innovation will complement courses in strategy, and technology and innovation.

Handbook of East Asian Entrepreneurship

Handbook of East Asian Entrepreneurship
Author: Tony Fu-Lai Yu,Ho-Don Yan
Publsiher: Routledge
Total Pages: 488
Release: 2014-10-03
Genre: Business & Economics
ISBN: 9781317658214

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With the shift of the global economic gravity toward emerging economies and the roaring economic growth of the past three decades in China, East Asian catching-up growth strategies have profound implications for latecomer economies. While there are many handbooks on entrepreneurship in general, there is no reference on East Asian entrepreneurship. This is the first of its kinds in the market. The volume provides a useful reference for those who want to know East Asian entrepreneurship and business systems. It also provides many excellent cases and illustrations on the growth of entrepreneurial firms and the rise of branded products in East Asia. Policy makers or scholars who are interested in entrepreneurship, small and medium sized enterprises, Asian business systems, international business, innovation and technology management, economic development, strategic management and East Asian studies would benefit from this volume. The volume contains two parts. The first part is the key concepts associate with entrepreneurship and East Asian firm growth and transformation. The second part presents cases of entrepreneurial firms and their founders in East Asia, including Japan, South Korea, Taiwan, Hong Kong and China. With the handbook, scholars, students and policy makers can grab some basic ideas how entrepreneurs and firms in East Asia compete and survive in the world market and understand why and how East Asia economies can emerge as one of the most dynamic regions in the world. Part I concepts: relating to Entrepreneurship: Guanxi Catching-up strategies Types of entrepreneurship Business System Strategic Management Leadership Part II cases cover variedly from manufacturing to services industries, and specifically including traditional and newly corporations ranging from toys, convenient stores, fast fashion, high-tech, to catering and service. Written by experts in their respective areas, Handbook of East Asia entrepreneurship is an excellent review of theories, policies and empirical evidences on important topics in Entrepreneurship in East Asian economic development. The book is both a superb teaching tool and a valuable handbook in development economics.

Strategic Innovation

Strategic Innovation
Author: Allan Afuah
Publsiher: Routledge
Total Pages: 503
Release: 2009-04
Genre: Business & Economics
ISBN: 9781135840518

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In today’s fast-changing business environment, those firms that want to remain competitive must also be innovative. Innovation is not simply about developing new technologies into new products or services, but in many cases, finding new models for doing business in the face of change. It often entails changing the rules of the game. Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book begins with a summary of the major strategic frameworks and showing the origins of strategic innovation. Next, Afuah gives a thorough examination of contemporary strategy from an innovation standpoint, including: how to develop strategy in the face of change a detailed framework for assessing the profitability potential of a strategy or product consideration of how both for-profit and non-profit organizations can benefit from new game strategies. With a wealth of quantitative examples of successful strategies, as well as descriptive cases, Strategic Innovation will complement courses in strategy, and technology and innovation.

From Knowledge Management to Strategic Competence

From Knowledge Management to Strategic Competence
Author: Joe Tidd
Publsiher: World Scientific Publishing Company
Total Pages: 432
Release: 2012-04-30
Genre: Business & Economics
ISBN: 9781783263660

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There continues to be much interest in the business and academic communities in the concept of strategic competencies or core capabilities, in other words, how organisations define and differentiate themselves. More recently, this field has fragmented into a number of related disciplines with subtle differences in focus: Knowledge management — how organisations identify, share and exploit their internal competencies, in particular the knowledge of individuals.Organisational learning — the relationship between individual and organisational knowledge and how organisations ‘unlearn’ past competencies and acquire new competencies.Strategic management — how competencies can be assessed, and how these contribute to performance.Innovation management — how such competencies are translated into new processes, products and services. This book aims to integrate strategic and knowledge management approaches to capability building with the development of competencies by bringing together the latest research and practices from international experts in the field. This third edition has been fully updated with five new chapters.

Changing the Game

Changing the Game
Author: David Edery,Ethan Mollick
Publsiher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 9780137151752

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way